BlendDataLibraries(bpy_struct)¶
base class — bpy_struct
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class
bpy.types.
BlendDataLibraries
(bpy_struct)¶ Collection of libraries
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is_updated
¶ Type: boolean, default False, (readonly)
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tag
(value)¶ tag
Parameters: value (boolean) – Value
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load
(filepath, link=False, relative=False)¶ Returns a context manager which exposes 2 library objects on entering. Each object has attributes matching bpy.data which are lists of strings to be linked.
Parameters: - filepath (string) – The path to a blend file.
- link (bool) – When False reference to the original file is lost.
- relative (bool) – When True the path is stored relative to the open blend file.
import bpy filepath = "//link_library.blend" # load a single scene we know the name of. with bpy.data.libraries.load(filepath) as (data_from, data_to): data_to.scenes = ["Scene"] # load all meshes with bpy.data.libraries.load(filepath) as (data_from, data_to): data_to.meshes = data_from.meshes # link all objects starting with 'A' with bpy.data.libraries.load(filepath, link=True) as (data_from, data_to): data_to.objects = [name for name in data_from.objects if name.startswith("A")] # append everything with bpy.data.libraries.load(filepath) as (data_from, data_to): for attr in dir(data_to): setattr(data_to, attr, getattr(data_from, attr)) # the loaded objects can be accessed from 'data_to' outside of the context # since loading the data replaces the strings for the datablocks or None # if the datablock could not be loaded. with bpy.data.libraries.load(filepath) as (data_from, data_to): data_to.meshes = data_from.meshes # now operate directly on the loaded data for mesh in data_to.meshes: if mesh is not None: print(mesh.name)
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Inherited Properties
Inherited Functions
References